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Divide-Framework

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Entry Size Revision Updated
AILogs 416 Wed 29 Apr, 2015 20:06:19 +0000
assets 721 Wed 08 Jun, 2016 15:47:49 +0000
EclipseData 470 Wed 10 Jun, 2015 15:26:31 +0000
localisation 721 Wed 08 Jun, 2016 15:47:49 +0000
SaveData 703 Wed 11 May, 2016 15:44:57 +0000
shaderCache 670 Wed 06 Apr, 2016 16:21:35 +0000
Source Code 721 Wed 08 Jun, 2016 15:47:49 +0000
VCData 721 Wed 08 Jun, 2016 15:47:49 +0000
XML 721 Wed 08 Jun, 2016 15:47:49 +0000
assimp.dll 4.3M 287 Tue 22 Jul, 2014 16:11:05 +0000
assimpd.dll 18M 336 Sun 14 Dec, 2014 19:21:18 +0000
DevIL.dll 746.5K 249 Mon 31 Mar, 2014 20:42:31 +0000
Doxyfile 77.7K 221 Wed 08 Jan, 2014 18:50:02 +0000
InstallLibraries.bat 601 bytes 333 Tue 09 Dec, 2014 16:15:44 +0000
libassimpd.so.3 50.1M 463 Wed 03 Jun, 2015 16:12:10 +0000
libEGL.dll 83K 457 Mon 01 Jun, 2015 21:45:52 +0000
libFLAC-8.dll 366K 314 Sun 24 Aug, 2014 19:54:33 +0000
libGLESv2.dll 127K 457 Mon 01 Jun, 2015 21:45:52 +0000
libjpeg-9.dll 237.5K 446 Mon 25 May, 2015 19:37:45 +0000
libmikmod-2.dll 280.5K 314 Sun 24 Aug, 2014 19:54:33 +0000
libmodplug-1.dll 460K 314 Sun 24 Aug, 2014 19:54:33 +0000
libogg-0.dll 51K 314 Sun 24 Aug, 2014 19:54:33 +0000
libPhysX3CommonDEBUG_x64.so 1.4M 463 Wed 03 Jun, 2015 16:12:10 +0000
libpng16-16.dll 211K 446 Mon 25 May, 2015 19:37:45 +0000
libtiff-5.dll 441K 446 Mon 25 May, 2015 19:37:45 +0000
libvorbis-0.dll 246.5K 314 Sun 24 Aug, 2014 19:54:33 +0000
libvorbisfile-3.dll 67K 314 Sun 24 Aug, 2014 19:54:33 +0000
libwebp-4.dll 319K 446 Mon 25 May, 2015 19:37:45 +0000
main.xml 275 bytes 149 Sun 21 Apr, 2013 21:38:05 +0000
opencl.err 0 bytes 535 Tue 27 Oct, 2015 17:03:35 +0000
PhysX3_x64.dll 2.5M 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3CHECKED_x64.dll 3.9M 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3Common_x64.dll 1.8M 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3CommonCHECKED_x64.dll 2.3M 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3CommonDEBUG_x64.dll 3.2M 479 Thu 06 Aug, 2015 21:00:48 +0000
PhysX3Cooking_x64.dll 522K 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3CookingCHECKED_x64.dll 695.5K 478 Thu 06 Aug, 2015 15:51:03 +0000
PhysX3CookingDEBUG_x64.dll 1.3M 479 Thu 06 Aug, 2015 21:00:48 +0000
PhysX3DEBUG_x64.dll 7.3M 479 Thu 06 Aug, 2015 21:00:48 +0000
SDL2.dll 1.2M 647 Wed 17 Feb, 2016 17:05:48 +0000
SDL2_image.dll 109K 446 Mon 25 May, 2015 19:37:45 +0000
SDL2_mixer.dll 189K 251 Wed 02 Apr, 2014 20:38:18 +0000
smpeg2.dll 379.5K 314 Sun 24 Aug, 2014 19:54:33 +0000
soft_oal.dll 778.6K 358 Sun 01 Mar, 2015 22:44:38 +0000
zlib1.dll 130.5K 448 Tue 26 May, 2015 16:00:37 +0000

Commits for Divide-Framework/trunk

Revision Author Commited Message
721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

719 IonutCava picture IonutCava Fri 03 Jun, 2016 16:20:08 +0000

[IonutCava]
- More SceneManager – ScenePool splitting of responsibilities
- DefaultScene will be the first scene loaded by the application. If nothing is specified in XML, it will default to "DefaultScene"

718 IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

717 IonutCava picture IonutCava Wed 01 Jun, 2016 16:09:11 +0000

[IonutCava]
- Added initial code for 2 test scenes: ShadowScene and ReflectionScene that will be used to fix and update the shadowing and the reflection systems respectively
- More scene switch bug fixes
— XML scene data is now optional. Scenes can be created entirely form code if needed

716 IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

715 IonutCava picture IonutCava Fri 27 May, 2016 16:19:22 +0000

[IonutCava]
- Added initial Fade In / Fade Out post effect (used for scene transitions for now)
- Added a GUI Interface that handles a list of GUI elements (used by GUI and SceneGUIElements)
- Fixed some race conditions related to multi-threaded scene loading (a lot remain to be fixed)
- Improved per-thread GPU sync system a bit
- Simplified Singleton define macros (although we should get rid of singletons all together)

714 IonutCava picture IonutCava Thu 26 May, 2016 16:26:23 +0000

[IonutCava]
- Initial code for multithreaded scene load:
— Tasks can have a “sync with gpu” flag that will cause them to use a shared context (so they can call GL functions)
- Added per scene GUI lists that get passed to the main GUI class (still need a base class to hold the map and accessors to avoid code duplication)
- Re-enabled threading unit tests

713 IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;

712 IonutCava picture IonutCava Tue 24 May, 2016 16:18:37 +0000

[IonutCava]
- Added the concept of “buffer” to be used by GenericVertexData and ShaderBuffer without caring if it’s persistent or not.
— Persistent buffers handle their own locking instead of relying on the parent class
- HiZ occlusion culling fixes and optimizations